function ccrTargetMovingSpeed()


	return ccrUnitMovingSpeed("Target");
end
function ccrTargetHealth()


	return ccrUnitHealth("Target")
end
function ccrTargetName()


	return ccrUnitName("Target")
end
function ccrTargetLevel()


	return ccrUnitLevel("Target")
end
function ccrTargetTarget()


	return ccrUnitTarget("Target")
end
function ccrTargetRace()


	return ccrUnitRace("Target")
end
function ccrTargetSpec()


	return ccrUnitSpec("Target")
end
function ccrTargetBuffDuration(buff)
	return ccrUnitBuffDuration("Target", buff)
end
function ccrTargetHasBuff(buff)


	return ccrUnitHasBuff("Target", buff)
end
function ccrTargetHasBuffRemaining(buff, time)


	return ccrUnitHasBuffRemaining("Target", buff, time)
end
function ccrTargetHasBuffStacks(buff, stacks)


	return ccrUnitHasBuffStacks("Target", buff, stacks)
end
---
function ccrTargetHasDebuff(debuff, any)
	return ccrUnitHasDebuff("Target", debuff)
end
function ccrTargetHasDebuffRemaining(debuff, time)
	return ccrUnitHasDebuffRemaining("Target", debuff, time)
end
function ccrTargetHasDebuffStacks(debuff, stacks)
	return ccrUnitHasDebuffStacks("Target", debuff, stacks)
end
---
function ccrTargetHasMyDebuff(debuff)
	return ccrUnitHasMyDebuff("Target", debuff)
end
function ccrTargetHasMyDebuffRemaining(debuff, time)
	return ccrUnitHasMyDebuffRemaining("Target", debuff, time)
end
function ccrTargetHasMyDebuffDuration(debuff)
	return ccrUnitHasMyDebuffDuration("Target", debuff)
end
function ccrTargetHasMyDebuffStacks(debuff, stacks)
	return ccrUnitHasDebuffStacks("Target", debuff, stacks)
end
---

function ccrTargetIsNormal()
	return ccrUnitIsNormal("Target")
end
function ccrTargetIsElite()


	return ccrUnitIsElite("Target")
end
function ccrTargetIsRare()


	return ccrUnitIsRare("target")
end
function ccrTargetIsEliteOrAbove()


	return ccrUnitIsEliteOrAbove("Target")
end
function ccrTargetIsBoss()


	return ccrUnitIsBoss("target")
end
function ccrTargetIsEndBoss()

	
	return ccrUnitIsEndBoss("target")
end
function ccrTargetIsMoving()


	return ccrUnitIsMoving("Target")
end
function ccrTargetIsFacingMe()


	return ccrUnitIsFacingMe("Target")
end
function ccrTargetIsCasting()


	return ccrUnitIsCasting("Target")
end
function ccrTargetIsCastingSpell(spell)


	return ccrUnitIsCastingSpell("Target",spell)
end
function ccrTICAS(spell)


	return ccrTargetIsCastingSpell(spell)
end
function ccrTargetIsCastingAtMe()


	return ccrUnitIsCastingAtMe("Target")
end
function ccrTargetIsChanneling()


	return ccrUnitIsChanneling("Target")
end
function ccrTargetIsChannelingAtMe()


	return ccrUnitIsChannelingAtMe("Target")
end
function ccrTargetIsCastingOrChanneling()


	return ccrUnitIsCastingOrChanneling("Target")
end
function ccrTargetIsInteruptable()


	return ccrUnitIsInteruptable("Target")
end
function ccrTargetHasLeftOnCast(time)


	return ccrUnitHasLeftOnCast("Target", time)
end
function ccrTargetHasLeftOnChannel(time)


	return ccrUnitHasLeftOnChannel("Target", time)
end
function ccrTargetIsAlive()


	return ccrUnitIsAlive("Target")
end
function ccrTargetIsDead()


	return ccrUnitIsDead("Target")
end
function ccrTargetIsAfterMe()


	return ccrUnitIsAfterMe("Target")
end
function ccrTargetIsWithinMeleeRange()


	return ccrUnitIsWithinMeleeRange("Target")
end
function ccrTargetIsWithinRanged()


	return ccrUnitIsWithinRanged("Target")
end
function ccrTargetIsWithinDistance(distance)


	return ccrUnitIsWithinDistance("Target", distance)
end
function ccrTargetDistance()
	if Target
	and Target:Exists()
	and not Target:IsDead()
	then
		return Target:GetDistance()
	end
end
function ccrTargetIsAPlayer()
	

	return ccrUnitIsAPlayer("Target")
end
function ccrTargetIsEnemyPlayer()


	return ccrUnitIsEnemyPlayer("Target")
end
function ccrTargetIsTank()


	return ccrUnitIsTank("Target")
end
function ccrTargetIsHealer()


	return ccrUnitIsHealer("Target")
end
function ccrTargetIsDPS()


	return ccrUnitIsDPS("Target")
end
function ccrTargetIsInLineOfSight()


	return ccrUnitIsInLineOfSight("Target")
end
function ccrTargetIsInCombat()


	return ccrUnitIsInCombat("Target")
end